Files
tactical-shooter/client/characters
shawn f6d69545c9 feat: implement client-side prediction and reconciliation system
Add client-side prediction (t_p1_pred) with:

- scripts/network/snapshot.gd — lightweight snapshot resource with
  to_dict/from_dict serialization for RPC. Stores position (Vector3),
  rotation (Quaternion), velocity (Vector3), grounded (bool).

- scripts/network/client_prediction.gd — prediction/reconciliation
  controller. 64-entry ring buffer of local snapshots, sends inputs to
  server each physics tick (128Hz, ENet channel 0), detects misprediction
  on server state arrival, rewinds and re-applies unconfirmed inputs.
  Also supports remote player interpolation.

- scripts/network/network_manager.gd — new RPC endpoints for client
  prediction: send_client_input (client->server, ch 0) and
  send_server_state (server->client, ch 1). New signals for routing.

- client/characters/character/fps_character_controller.gd — prediction
  hooks in _physics_process: on_before_tick() captures pre-input
  snapshot, on_after_tick() sends input to server. Client prediction
  path uses local movement (instant feedback) instead of reading from
  SimulationServer entity.

Architecture:
  Each tick: client applies input → predicts new state locally
  → sends input to server → server returns authoritative state
  → client compares and reconciles if mismatch.
2026-07-01 20:21:16 -04:00
..

FPS Character Controller — Tactical Shooter

First-person character controller for the tactical shooter GDExtension simulation core.

Architecture

The character controller is a GDScript bridge between Godot's input/physics system and the C++ SimulationServer (built in task t_aca0f251).

Godot Input
  │
  ├─► FPSCharacterController._physics_process()
  │      ├─ capture input (WASD, mouse, jump, sprint, crouch, shoot)
  │      ├─ build EntityInput Dictionary
  │      ├─ SimulationServer.apply_input(entity_id, input_dict)
  │      ├─ SimulationServer.fire_weapon(entity_id)  [if shoot]
  │      ├─ read entity position from server → apply to CharacterBody3D
  │      └─ apply mouse look (yaw on body, pitch on camera)
  │
  ├─► FpsCamera._process()
  │      ├─ view bobbing (head bob from movement)
  │      ├─ weapon sway
  │      └─ sprint FOV kick
  │
  └─► SimulationServer (C++ GDExtension)
         ├─ process_tick() @ 128Hz
         ├─ MovementComponent.update()
         ├─ HitDetection.process_shot()
         └─→ returns serialized snapshot

Files

File Purpose
character/fps_character_controller.gd Main controller (CharacterBody3D). Input capture, simulation bridge, walk toggle, crouch, jump.
character/fps_camera.gd First-person camera (Camera3D). Mouse look pitch, view bobbing, weapon sway, FOV kick.
input/input_handler.gd Documentation of expected input map bindings.

Scene Setup

  1. Create a CharacterBody3D scene:

    FPSCharacterController (CharacterBody3D)    — script: fps_character_controller.gd
    ├── FpsCamera (Camera3D)                     — script: fps_camera.gd
    ├── CollisionShape3D (CapsuleShape3D)        — radius: 0.4, height: 1.8
    └── Weapon (Node3D, optional)                — child of camera, rest transform tracked
    
  2. Configure exports on the root node:

    • mouse_sensitivity: 0.10.2 for typical tactical feel
    • walk_toggle: true = tap Shift to toggle sprint (CS-style)
    • crouch_toggle: false = hold Ctrl to crouch (tactical-style)
    • eye_height_stand / eye_height_crouch: match your capsule height
  3. Set up Input Map in Project Settings:

    • move_forward → W
    • move_backward → S
    • move_left → A
    • move_right → D
    • jump → Space
    • sprint → Shift
    • crouch → Ctrl
    • shoot → Mouse LMB
    • aim → Mouse RMB
    • ui_cancel → Esc (built-in, releases mouse capture)
  4. Integration with SimulationServer:

    # In your game manager (autoload or scene root):
    var server = SimulationServer.new()
    server.set_tick_rate(128)
    server.start()
    var player_id = server.spawn_entity(Vector3(0, 0, 0))
    
    # When player scene is ready:
    $Player/FPSCharacterController.set_entity_id(player_id)
    
    # In _process(delta):
    while server.can_tick(delta):
        var snapshot = server.tick()
        # send snapshot to network layer
    

Walk Toggle Behavior

  • walk_toggle = true (default): Press Shift to toggle between walk and sprint. Press again to toggle off. Same feel as Counter-Strike's walk/run toggle.
  • walk_toggle = false: Hold Shift for temporary sprint. Release to decelerate to walk speed.

Crouch Behavior

  • crouch_toggle = false (default): Hold Ctrl to crouch. Release to stand up.
  • crouch_toggle = true: Press Ctrl once to crouch, press again to stand.

Crouch transitions are smooth lerps over crouch_transition_time seconds. The collision capsule height and camera eye height both lerp simultaneously.

Standalone Mode

When no SimulationServer singleton is available, the controller falls back to built-in CharacterBody3D movement (_move_local()). This is useful for:

  • Testing the character controller in isolation
  • Prototyping without the GDExtension compiled
  • Single-player scenarios without the full simulation stack

Configure local_walk_speed, local_sprint_speed, local_crouch_speed, etc. for standalone tuning.

Dependencies

  • Godot 4.2+ (for Input.get_vector, move_toward, StringName literals)
  • SimulationServer GDExtension (from task t_aca0f251) for server-authoritative mode
  • Input map actions listed above

See Also

  • Scaffold: t_aca0f251src/movement_component.h (C++ Quake/CS movement physics)
  • Greybox map: t_p1_greybox — test environment for this controller
  • Hitscan weapon: t_p1_hitscan — weapon firing + lag compensation
  • Client prediction: t_p1_pred — client-side prediction + server reconciliation
  • Round system: t_p1_round — win/loss/sudden death on top of character controller